Прохождение Lost Alpha
та же самая проблема..... что делать..?!!!Полковник Шульга пишет: Всем Привет.
У меня такая проблема выполняя миссию "Пройти глубже в шахты" прохожу дальше пишется задание выполнено и бьют по голове и пишет "Игра окончена " Что делать?
Заранее спасибо.
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Привет,bibliotekar, попробуй эту правкуbibliotekar пишет: Добрый вечер! Проблема в саркофаге-взял запасную батарею возле монолита,но задание не засчитывается......нет ролика и соответственно эта батарея не вставляется в дымящийся шкаф!!! Кто поможет,перепробовал все .......
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Function : CModelPool::Instance_Load
File : ..\xrRender\ModelPool.cpp
Line : 117
Description : <no expression>
Arguments : Can't find model file 'weapons\abakan\wpn_abakan_m1.ogf'.
что это за ошибка такая?
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Пиши в ЭТУ ТЕМУ
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Ошибка возникает при переходе из темной лощины в темную долину
Function : CModelPool::Instance_Load
File : ..\xrRender\ModelPool.cpp
Line : 117
Description : <no expression>
Arguments : Can't find model file 'weapons\abakan\wpn_abakan_m1.ogf'.
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Да, открой config и потом weapons в этой папке все оружие.
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вот его содержание
;--/ Last edit: 30.07.2012
;====================================================================
#include "w_hands.ltx"
#include "delayed_action_fuse.ltx"
#include "w_ak74.ltx"
#include "w_ak74u.ltx"
#include "w_fn2000.ltx"
#include "w_rpg7.ltx"
#include "w_knife.ltx"
#include "w_bolt.ltx"
#include "w_f1.ltx"
#include "w_rgd5.ltx"
#include "w_rg6.ltx"
#include "w_vintorez.ltx"
#include "w_lr300.ltx"
#include "w_mp5.ltx"
#include "w_val.ltx"
#include "w_gauss.ltx"
#include "w_groza.ltx"
#include "w_hpsa.ltx"
#include "w_pm.ltx"
#include "w_pb.ltx"
#include "w_walther.ltx"
#include "w_ups.ltx"
#include "w_fort.ltx"
#include "w_toz34.ltx"
#include "w_svd.ltx"
#include "w_svu.ltx"
#include "w_binoc.ltx"
#include "w_l85.ltx"
#include "w_bm16.ltx"
#include "w_spas12.ltx"
#include "w_wincheaster1300.ltx"
#include "w_mounted.ltx"
#include "w_colt1911.ltx"
#include "w_beretta.ltx"
#include "w_desert_eagle.ltx"
#include "w_sig220.ltx"
#include "w_sig550.ltx"
#include "w_abakan.ltx"
#include "w_g36.ltx"
#include "w_akm.ltx"
;-- barin start
#include "w_bm16_long.ltx"
#include "w_stubbymagnum.ltx"
#include "w_44magnum.ltx"
#include "w_bullmagnum.ltx"
;removed the mod wpn ltxes
;-- barin end
#include "upgrades\upgrades.ltx"
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Огнестрельное оружие
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[bullet_manager]
tracer_width = 0.08
tracer_length_max = 10.0 ;24.0 ;14.0
tracer_length_min = 2 ;0.2
;расстояние после которого учитывается hit_probabilty полностью
hit_probability_max_dist = 10;
gravity_const = 9.81
;сопротивление воздуха, процент, который отнимается от скорости полета пули
air_resistance_k = 0.4;0.3
;размер шага времени (в милисекундах), по которому проигрываются
time_step = 33
;минимальная скорость (м/с), на которой пуля еще считается и показывается
min_bullet_speed = 3.0
;cколько процентов энергии потеряет пуля при столкновении с материалом (при падении под прямым углом)
collision_energy_min = 0.80 ;0.75; 0.90
;сколько процентов энергии останется у пули при любом столкновении
collision_energy_max = 0.5 ;0.7;0.50
whine_sounds = weapons\whine_1, weapons\whine_2, weapons\whine_3, weapons\whine_4, weapons\whine01, weapons\whine02
explode_particles = explosions\expl_bullet,explosions\expl_bullet_00,explosions\expl_bullet_01
[tracers_color_table] ;color_table
color_0 = 1.0, 0.54, 0.0 ; yellow
color_1 = 1.0, 1.0, 1.0 ; white
color_2 = 1.0, 0.1, 0.0 ; red
color_3 = 0.3, 1.0, 0.3 ; green
color_4 = 0.0, 0.0, 0.1 ; blue
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; AMUNITION
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_base]:identity_immunities
belt = true
[ammo_dummy]:identity_immunities ;--/#+#
GroupControlSection = spawn_group
discovery_dependency =
$prefetch = 64
class = AMMO
cform = skeleton
description =
inv_name = ""
inv_name_short =
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 0
inv_grid_y = 0
inv_weight = 0 ;--/ вес
cost = 0 ;--/ стоимость
box_size = 1 ;--/ кол-во в пачке
k_dist = 1 ;--/коэффициент дальности
k_disp = 1 ;--/коэффициент кучности
k_hit = 1 ;--/коэффициент убойности
k_impulse = 1 ;--/коэффициент "толчка" при попадании
k_pierce = 1 ;--/ коэффициент порчи брони при попадании
impair = 1 ;--/ коэффициент износа ствола от пули
buck_shot = 1 ;--/ кол-во составляющих в патроне (напр: пуля - 1, картечь - 4)
wm_size = 0.0001 ;--/ визуальный размер дырки на объекте от пули
tracer = off ;on ;--/ является ли патрон трассирующим (on/off)
explosive = off ;on ;--/ отигрывать ли партиклы в точке попадания (on/off)
[ammo_binoc_dummy]:ammo_dummy ;--/#+# заглушка для бинокля (stub for wpn_binoc)
$spawn = "weapons\ammo\ammo_binoc_dummy"
description = binocular
inv_name = binocular
inv_name_short = binocular
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 16
inv_grid_y = 8
box_size = 0
k_hit = 0
buck_shot = 0
[ammo_9x18_fmj]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_9x18_fmj" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weapons\ammo\ammo_9x18_fmj.ogf
description = enc_weapons1_ammo_ammo-9x18-fmj
$prefetch = 64
cost = 70
box_size = 20 ;50
inv_name = ammo-9x18-fmj
inv_name_short = ammo-9x18-fmj_s
inv_weight = .2
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 11
inv_grid_y = 12
k_dist = 1
k_disp = 3
k_hit = 1
k_impulse = 1
k_pierce = 1
impair = 1
buck_shot = 1
tracer = off
wm_size = 0.05
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_9x18_pbp]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_9x18_pbp" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weapons\ammo\ammo_9x18_pbp.ogf
description = enc_weapons1_ammo_ammo-9x18-pbp
$prefetch = 64
cost = 100
box_size = 20 ;50
inv_name = ammo-9x18-pbp
inv_name_short = ammo-9x18-pbp_s
inv_weight = .2
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 24
inv_grid_y = 22
k_dist = 1
k_disp = 3
k_hit = 1.1
k_impulse = 2.5
k_pierce = 1.35
impair = 1.15
buck_shot = 1
tracer = off
wm_size = 0.05
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_9x18_pmm]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_9x18_pmm" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weapons\ammo\ammo_9x18_pmm.ogf
description = enc_weapons1_ammo_ammo-9x18-pmm
$prefetch = 64
cost = 80
box_size = 20 ;50
inv_name = ammo-9x18-pmm
inv_name_short = ammo-9x18-pmm_s
inv_weight = .2
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 12
inv_grid_y = 12
k_dist = 1.5
k_disp = 3
k_hit = 1.1
k_impulse = 1.3
k_pierce = 1.1
impair = 1.5
buck_shot = 1
tracer = off
wm_size = 0.05
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_9x19_fmj]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_9x19_fmj" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weapons\ammo\ammo_9x19_fmj.ogf
description = enc_weapons1_ammo_ammo-9x19-fmj
$prefetch = 64
cost = 100
box_size = 20 ;50
inv_name = ammo-9x19-fmj
inv_name_short = ammo-9x19-fmj_s
inv_weight = .24
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 15
inv_grid_y = 12
k_dist = 1
k_disp = 3
k_hit = 1
k_impulse = 1
k_pierce = 1
impair = 1
buck_shot = 1
tracer = on
wm_size = 0.05
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_9x19_pbp]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_9x19_pbp" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weapons\ammo\ammo_9x19_pbp.ogf
description = enc_weapons1_ammo_ammo-9x19-pbp
$prefetch = 64
cost = 120
box_size = 20 ;50
inv_name = ammo-9x19-pbp
inv_name_short = ammo-9x19-pbp_s
inv_weight = .24
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 14
inv_grid_y = 12
k_dist = 1
k_disp = 3
k_hit = 1.1
k_impulse = 1.5
k_pierce = 1.35
impair = 1.15
buck_shot = 1
tracer = on
wm_size = 0.05
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_5.45x39_fmj]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_5.45x39_fmj" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weapons\ammo\ammo_545x39_fmj.ogf
description = enc_weapons1_ammo_ammo-5.45x39-fmj
$prefetch = 64
cost = 200 ;150
box_size = 30 ;60
inv_name = ammo-5.45x39-fmj
inv_name_short = ammo-5.45x39-fmj_s
inv_weight = .32
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 16
inv_grid_y = 11
k_dist = 1
k_disp = 3
k_hit = 1
k_impulse = 1
k_pierce = 1
impair = 1
buck_shot = 1
tracer = on
wm_size = 0.05
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_5.45x39_ap]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_5.45x39_ap" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weapons\ammo\ammo_545x39_ap.ogf
description = enc_weapons1_ammo_ammo-5.45x39-ap
$prefetch = 64
cost = 250
box_size = 30 ;60
inv_name = ammo-5.45x39-ap
inv_name_short = ammo-5.45x39-ap_s
inv_weight = .32
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 12
inv_grid_y = 11
k_dist = 1
k_disp = 2.5;3
k_hit = 1
k_impulse = 0.95
k_pierce = 1.75
impair = 1.02
buck_shot = 1
tracer = on
wm_size = 0.05
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_5.56x45_ss190]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_5.56x45_ss190" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weapons\ammo\ammo_556x45_ss190.ogf
description = enc_weapons1_ammo_ammo-5.56x45-ss190
$prefetch = 64
cost = 320
box_size = 30 ;60
inv_name = ammo-5.56x45-ss190
inv_name_short = ammo-5.56x45-ss190_s
inv_weight = .33
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 14
inv_grid_y = 11
k_dist = 1
k_disp = 2.5;3
k_hit = 1
k_impulse = 1
k_pierce = 1
impair = 1
buck_shot = 1
tracer = on
wm_size = 0.05
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_5.56x45_ap]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_5.56x45_ap" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weapons\ammo\ammo_556x45_ap.ogf
description = enc_weapons1_ammo_ammo-5.56x45-ap
$prefetch = 64
cost = 380
box_size = 30 ;60
inv_name = ammo-5.56x45-ap
inv_name_short = ammo-5.56x45-ap_s
inv_weight = .33
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 10
inv_grid_y = 11
k_dist = 1
k_disp = 2.5;3
k_hit = 1
k_impulse = 1
k_pierce = 1.75
impair = 1.05
buck_shot = 1
tracer = on
wm_size = 0.05
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_7.62x54_7h1]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_7.62x54_7h1" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weapons\ammo\ammo_762x54_7h1.ogf
description = enc_weapons1_ammo_ammo-7.62x54-7h1
$prefetch = 64
cost = 900
box_size = 10
inv_name = ammo-7.62x54-7h1
inv_name_short = ammo-7.62x54-7h1_s
inv_weight = .23
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 15
inv_grid_y = 9
k_dist = 1
k_disp = 1.5;3
k_hit = 1
k_impulse = 1
k_pierce = 1.25
impair = 1
buck_shot = 1
tracer = on
wm_size = 0.05
explosive = on
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_7.62x54_ap]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_7.62x54_ap" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weapons\ammo\ammo_762x54_ap.ogf
description = enc_weapons1_ammo_ammo-7.62x54-ap
$prefetch = 64
cost = 950
box_size = 10
inv_name = ammo-7.62x54-ap
inv_name_short = ammo-7.62x54-ap_s
inv_weight = .23
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 15
inv_grid_y = 10
k_dist = 1
k_disp = 1.5;3
k_hit = 1.2
k_impulse = 0.95
k_pierce = 2.25
impair = 1.05
buck_shot = 1
tracer = on
wm_size = 0.05
explosive = on
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_7.62x54_7h14]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_7.62x54_7h14" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weapons\ammo\ammo_762x54_7h14.ogf
description = enc_weapons1_ammo_ammo-7.62x54-7h14
$prefetch = 64
cost = 1000
box_size = 10
inv_name = ammo-7.62x54-7h14
inv_name_short = ammo-7.62x54-7h14_s
inv_weight = .23
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 17
inv_grid_y = 9
k_dist = 1.25
k_disp = 1
k_hit = 1.1
k_impulse = 1.2
k_pierce = 1.75
impair = 1.25
buck_shot = 1
tracer = on
wm_size = 0.05
explosive = on
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_9x39_pab9]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_9x39_pab9" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weapons\ammo\ammo_9x39_pab9.ogf
description = enc_weapons1_ammo_ammo-9x39-pab9
$prefetch = 64
cost = 340
box_size = 30 ;60
inv_name = ammo-9x39-pab9
inv_name_short = ammo-9x39-pab9_s
inv_weight = .7
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 17
inv_grid_y = 10
k_dist = 1
k_disp = 2.5;3
k_hit = 1
k_impulse = 1.2
k_pierce = 1
impair = 0.7
buck_shot = 1
tracer = on
wm_size = 0.05
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_gauss]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_gauss" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weapons\ammo\ammo_gauss.ogf
description = enc_weapons1_ammo_ammo-gauss
$prefetch = 64
cost = 550
box_size = 10
inv_name = ammo-gauss
inv_name_short = ammo-gauss_s
inv_weight = .5
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 4
inv_grid_y = 14
k_dist = 1.1
k_disp = 1
k_hit = 1.1
k_impulse = 10
k_pierce = 2.5
impair = 0.7
buck_shot = 1
tracer = off
wm_size = 0.05
explosive = on
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_9x39_ap]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_9x39_ap" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weapons\ammo\ammo_9x39_ap.ogf
description = enc_weapons1_ammo_ammo-9x39-ap
$prefetch = 64
cost = 400
box_size = 30 ;60
inv_name = ammo-9x39-ap
inv_name_short = ammo-9x39-ap_s
inv_weight = .7
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 5
inv_grid_y = 12
k_dist = 1
k_disp = 2.5;3
k_hit = 1.2
k_impulse = 0.95
k_pierce = 2.25;1.25
impair = 1.05
buck_shot = 1
tracer = on
wm_size = 0.05
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_9x39_sp5]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_9x39_sp5" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weapons\ammo\ammo_9x39_sp5.ogf
description = enc_weapons1_ammo_ammo-9x39-sp5
$prefetch = 64
cost = 375
box_size = 30 ;60
inv_name = ammo-9x39-sp5
inv_name_short = ammo-9x39-sp5_s
inv_weight = .7
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 18
inv_grid_y = 11
k_dist = 1.25
k_disp = 2;3
k_hit = 1.1
k_impulse = 1
k_pierce = 1.35
impair = 1.25
buck_shot = 1
tracer = on
wm_size = 0.05
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_11.43x23_fmj]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_11.43x23_fmj" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weapons\ammo\ammo_1143x23_fmj.ogf
description = enc_weapons1_ammo_ammo-11.43x23-fmj
$prefetch = 64
cost = 200
box_size = 20 ;50
inv_name = ammo-11.43x23-fmj
inv_name_short = ammo-11.43x23-fmj_s
inv_weight = .3
inv_grid_width = 2;1
inv_grid_height = 1
inv_grid_x = 9
inv_grid_y = 12
k_dist = 1
k_disp = 3
k_hit = 1
k_impulse = 1
k_pierce = 1
impair = 1
buck_shot = 1
tracer = off
wm_size = 0.05
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_11.43x23_hydro]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_11.43x23_hydro" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weapons\ammo\ammo_1143x23_Hydro.ogf
description = enc_weapons1_ammo_ammo-11.43x23-hydro
$prefetch = 64
cost = 215
box_size = 20 ;50
inv_name = ammo-11.43x23-hydro
inv_name_short = ammo-11.43x23-hydro_s
inv_weight = .3
inv_grid_width = 2;1
inv_grid_height = 1
inv_grid_x = 7
inv_grid_y = 12
k_dist = 0.95
k_disp = 3
k_hit = 1.1
k_impulse = 1.2
k_pierce = 1.35
impair = 1.15
buck_shot = 1
tracer = off
wm_size = 0.05
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_12x70_buck]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_12x70_buck" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weapons\ammo\ammo_12x70_buck.ogf
description = enc_weapons1_ammo_ammo-12x70-buck
$prefetch = 64
cost = 50
box_size = 10
inv_name = ammo-12x70-buck
inv_name_short = ammo-12x70-buck_s
inv_weight = .45
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 13
inv_grid_y = 9
k_dist = 0.75;1
k_disp = 10;
k_hit = 0.4
k_impulse = 0.3
k_pierce = 0.8
impair = 1
buck_shot = 10
tracer = off
wm_size = 0.05
explosive = off
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_12x76_dart]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_12x76_dart" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weapons\ammo\ammo_12x76_dart.ogf
description = enc_weapons1_ammo_ammo-12x76-dart
$prefetch = 64
cost = 100
box_size = 10
inv_name = ammo-12x76-dart
inv_name_short = ammo-12x76-dart_s
inv_weight = .50
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 13
inv_grid_y = 10
k_dist = 2.5
k_disp = 0.8
k_hit = 1.15
k_impulse = 1.3
k_pierce = 2.25
impair = 1.2
buck_shot = 1
tracer = on
wm_size = 0.05
explosive = on
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_12x76_zhekan]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_12x76_zhekan" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weapons\ammo\ammo_12x76_zhekan.ogf
description = enc_weapons1_ammo_ammo-12x76-zhekan
$prefetch = 64
cost = 60
box_size = 10
inv_name = ammo-12x76-zhekan
inv_name_short = ammo-12x76-zhekan_s
inv_weight = .50
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 11
inv_grid_y = 10
k_dist = 1.5
k_disp = 1.0
k_hit = 1.0
k_impulse = 1.5
k_pierce = 1
impair = 1.15
buck_shot = 1
tracer = on
wm_size = 0.05
explosive = on
[ammo_12x76_zhekan_heli]:ammo_12x76_zhekan
$spawn = "weapons\ammo\ammo_12x76_zhekan_heli" ; option for Level Editor
explosive = on
k_hit = 1.5
k_impulse = 1.5
description = enc_weapons1_ammo_ammo-12x76-zhekan_heli
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_og-7b]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_og-7b" ; option for Level Editor
class = A_OG7B
cform = skeleton
visual = weapons\ammo\ammo_og-7b.ogf
description = enc_weapons1_ammo_ammo-og-7b
$prefetch = 64
cost = 1000
box_size = 1
inv_name = ammo-og-7b
inv_name_short = ammo-og-7b
inv_weight = 1.0
inv_grid_width = 3
inv_grid_height = 1
inv_grid_x = 15
inv_grid_y = 19
k_dist = 1
k_disp = 1
k_hit = 1
k_impulse = 1
k_pierce = 1.25
impair = 1.15
buck_shot = 0
tracer = off
wm_size = 0.1
;могут ли боеприпасы быть неограниченными : 1 - могут, 0 - не могут
can_be_unlimited = true ;false
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Grenades for Attachable grenade launcher
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_vog-25p]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_vog-25p" ; option for Level Editor
class = A_VOG25
cform = skeleton
visual = weapons\ammo\ammo_vog-25p.ogf
description = enc_weapons1_ammo_ammo-vog-25p
$prefetch = 64
cost = 170
box_size = 1
inv_name = ammo-vog-25p
inv_name_short = ammo-vog-25p_s
inv_weight = .08
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 19
inv_grid_y = 10
kill_msg_x = 17
kill_msg_y = 232
kill_msg_width = 21
kill_msg_height = 22
k_dist = 1.3
k_disp = 1
k_hit = 1
k_impulse = 1
k_pierce = 1.25
impair = 1
buck_shot = 0
tracer = off
wm_size = 0.05
jump_height = 1
fake_grenade_name = wpn_fake_missile1
;могут ли боеприпасы быть неограниченными : 1 - могут, 0 - не могут
can_be_unlimited = true ;false
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_vog-25]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_vog-25" ; option for Level Editor
class = A_VOG25
cform = skeleton
visual = weapons\ammo\ammo_vog-25.ogf
description = enc_weapons1_ammo_ammo-vog-25
$prefetch = 64
cost = 150
box_size = 1
inv_name = ammo-vog-25
inv_name_short = ammo-vog-25_s
inv_weight = .08
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 19
inv_grid_y = 9
kill_msg_x = 38
kill_msg_y = 233
kill_msg_width = 21
kill_msg_height = 22
k_dist = 1
k_disp = 1
k_hit = 1
k_impulse = 1
k_pierce = 1.25
impair = 1
buck_shot = 0
tracer = off
wm_size = 0.05
fake_grenade_name = wpn_fake_missile
;могут ли боеприпасы быть неограниченными : 1 - могут, 0 - не могут
can_be_unlimited = true ;false
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_m209]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_m209" ; option for Level Editor
class = A_M209
cform = skeleton
visual = weapons\ammo\ammo_m209.ogf
description = enc_weapons1_ammo_ammo-m209
$prefetch = 64
cost = 155
box_size = 1
inv_name = ammo-m209
inv_name_short = ammo-m209_s
inv_weight = .08
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 5
inv_grid_y = 13
kill_msg_x = 61
kill_msg_y = 232
kill_msg_width = 19
kill_msg_height = 22
k_dist = 1
k_disp = 1
k_hit = 1
k_impulse = 1
k_pierce = 1.25
impair = 1
buck_shot = 0
tracer = off
wm_size = 0.05
fake_grenade_name = wpn_fake_missile2
;могут ли боеприпасы быть неограниченными : 1 - могут, 0 - не могут
can_be_unlimited = true ;false
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Fake Missiles and Grenades
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[wpn_fake_missile_Old]:identity_immunities
visual = weapons\ammo\ammo_vog-25.ogf
cform = skeleton
class = G_FAKE
$prefetch = 32
inv_weight = 0
cost = 150
blast = 2.00;150
blast_r = 5
blast_impulse = 250
;delete
blast_impulse_factor = 1
frags = 3
frags_r = 20
frag_hit = 1.50
frag_hit_impulse = 200
hit_type_blast = explosion
hit_type_frag = fire_wound
up_throw_factor = 0.7
;trail = weapons\rpg_trail_01, weapons\rpg_trail_02
explode_particles = explosions\explosion_01
light_color = 1.9,1.2,0.5
light_range = 25.0
light_time = 0.5
ph_mass = 5
;engine_f = 530
;engine_u = 90
jump_height = 0
wm_size = 0.05
;трассы от осколков
fragment_speed = 100
explode_duration = 5 ;подолжительность взрыва (с)
;звуки
snd_explode = weapons\f1_explode
;wallmarks
wallmark_section = explosion_marks
;свойства которые читаются, но не используются
inv_name = ammo-vog-25
inv_name_short = ammo-vog-25
inv_weight = .2
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 19
inv_grid_y = 10
kill_msg_x = 17
kill_msg_y = 232
kill_msg_width = 21
kill_msg_height = 22
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Свойства CustomRocket
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
engine_present = false ;присутствует ли в ракете двигатель
lights_enabled = false ;свет вокруг ракеты, во время полета
force_explode_time = 10000
[wpn_fake_missile1_Old]:identity_immunities
$prefetch = 32
visual = weapons\ammo\ammo_vog-25p.ogf
cform = skeleton
class = G_FAKE
inv_weight = 0
cost = 150
blast = 2.00;150
blast_r = 6
blast_impulse = 350
;delete
blast_impulse_factor = 1
frags = 4
frags_r = 20
frag_hit = 1.50
frag_hit_impulse = 200
hit_type_blast = explosion
hit_type_frag = fire_wound
up_throw_factor = 0.7
;trail = weapons\rpg_trail_01, weapons\rpg_trail_02
explode_particles = explosions\explosion_01
light_color = 1.9,1.4,0.5
light_range = 14.0
light_time = 0.85
ph_mass = 5
;engine_f = 530
;engine_u = 90
jump_height = 1
;трассы от осколков
fragment_speed = 100
wm_size = 0.05
;wallmarks
wallmark_section = explosion_marks
explode_duration = 5 ;подолжительность взрыва (с)
;звуки
snd_explode = weapons\f1_explode
;свойства которые читаются, но не используются
inv_name = ammo-vog-25p
inv_name_short = ammo-vog-25p
inv_weight = .2
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 19
inv_grid_y = 9
kill_msg_x = 38
kill_msg_y = 233
kill_msg_width = 21
kill_msg_height = 22
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Свойства CustomRocket
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
engine_present = false ;присутствует ли в ракете двигатель
lights_enabled = true ;свет вокруг ракеты, во время полета
trail_light_color = 0.6,0.5,0.3
trail_light_range = 8.0
force_explode_time = 10000
[wpn_fake_missile2_Old]:identity_immunities
$prefetch = 32
visual = weapons\ammo\ammo_m209.ogf
cform = skeleton
class = G_FAKE
inv_weight = 0
cost = 150
blast = 2.00;150
blast_r = 6
blast_impulse = 250
;delete
blast_impulse_factor = 1
frags = 3
frags_r = 25
frag_hit = 1.50
frag_hit_impulse = 200
hit_type_blast = explosion
hit_type_frag = fire_wound
up_throw_factor = 0.7
;trail = weapons\rpg_trail_01, weapons\rpg_trail_02
explode_particles = explosions\explosion_01
light_color = 1.9,1.4,0.5
light_range = 14.0
light_time = 0.85
ph_mass = 5
;engine_f = 530
;engine_u = 90
jump_height = 1
;трассы от осколков
fragment_speed = 100
;wallmarks
wallmark_section = explosion_marks
wm_size = 0.1 ;0.05
explode_duration = 5 ;подолжительность взрыва (с)
;звуки
snd_explode = weapons\f1_explode
;свойства которые читаются, но не используются
inv_name = ammo-m209
inv_name_short = "M209"
inv_weight = .2
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 5
inv_grid_y = 13
kill_msg_x = 61
kill_msg_y = 232
kill_msg_width = 19
kill_msg_height = 22
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Свойства CustomRocket
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
engine_present = false ;присутствует ли в ракете двигатель
lights_enabled = true ;свет вокруг ракеты, во время полета
trail_light_color = 0.6,0.5,0.3
trail_light_range = 8.0
force_explode_time = 10000
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; Explosive Inventory Items
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[explosive_fuelcan]:identity_immunities,delayed_action_fuse
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\explosive\fuelcan"
$prefetch = 16
class = II_EXPLO
cform = skeleton
visual = physics\balon\balon_01.ogf
inv_name = item_wpn_explosive_fuelcan_name
inv_name_short = item_wpn_explosive_fuelcan_name
description = item_wpn_explosive_fuelcan_desc
inv_weight = 10.0
inv_grid_width = 1
inv_grid_height = 3
inv_grid_x = 30
inv_grid_y = 11
;вещь невозможно подобрать
can_take = true ;--false
cost = 50
;
blast = 1.50
blast_r = 8
blast_impulse = 250
;delete
blast_impulse_factor = 1
frags = 5
frags_r = 15
frag_hit = 0.75
frag_hit_impulse = 150
hit_type_blast = explosion
hit_type_frag = burn
up_throw_factor = 1.0
;
wm_size = 0.1
explode_particles = explosions\explosion_fuelcan
light_color = 1.9,1.3,0.5
light_range = 30.0
light_time = 1.5
;трассы от осколков
fragment_speed = 100
explode_duration = 5 ;подолжительность взрыва (с)
;wallmarks
wallmark_section = explosion_marks
;звуки
snd_explode = weapons\f1_explode
immunities_sect = explosive_fuelcan_immunities_sect
[explosive_fuelcan_immunities_sect]
;коэффициенты для попаданий различными типами хитов
burn_immunity = 1.0
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 1.0
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity = 0.7
[explosive_tank]:identity_immunities,delayed_action_fuse
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\explosive\tank"
$prefetch = 16
class = II_EXPLO
cform = skeleton
visual = physics\balon\bomb_01.ogf
inv_name = item_wpn_explosive_tank_name
inv_name_short = item_wpn_explosive_tank_name
description = item_wpn_explosive_tank_desc
inv_weight = 5.0
inv_grid_width = 2
inv_grid_height = 2
inv_grid_x = 27
inv_grid_y = 5
;вещь невозможно подобрать
can_take = true ;--false
cost = 50
;
blast = 1.50
blast_r = 8
blast_impulse = 250
;delete
blast_impulse_factor = 1
frags = 5
frags_r = 15
frag_hit = 0.75
frag_hit_impulse = 150
hit_type_blast = explosion
hit_type_frag = burn
up_throw_factor = 1.0
;
wm_size = 0.1
explode_particles = explosions\explosion_mobiltank
light_color = 1.9,1.3,0.5
light_range = 30.0
light_time = 1
;трассы от осколков
fragment_speed = 100 ;скорость осколков (м/с)
explode_duration = 5 ;подолжительность взрыва (с)
;wallmarks
wallmark_section = explosion_marks
;звуки
snd_explode = weapons\f1_explode
immunities_sect = explosive_tank_immunities_sect
[explosive_tank_immunities_sect]
;коэффициенты для попаданий различными типами хитов
burn_immunity = 1.0
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 1.0
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity = 0.7
[explosive_barrel_low]:identity_immunities,delayed_action_fuse
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\explosive\barrel_low"
$prefetch = 16
class = II_EXPLO
cform = skeleton
visual = physics\balon\bochka_fuel.ogf
inv_name = item_wpn_explosive_barrel_name
inv_name_short = item_wpn_explosive_barrel_name
description = item_wpn_explosive_barrel_desc
inv_weight = 25
inv_grid_width = 2
inv_grid_height = 3
inv_grid_x = 21
inv_grid_y = 12
;вещь невозможно подобрать
can_take = true ;--false
cost = 500
;
blast = 1.50
blast_r = 8
blast_impulse = 250
;delete
blast_impulse_factor = 1
frags = 5
frags_r = 15
frag_hit = 0.75
frag_hit_impulse = 150
hit_type_blast = explosion
hit_type_frag = burn
up_throw_factor = 1.0
;
wm_size = 0.1
explode_particles = explosions\explosion_barrel
light_color = 1.9,1.4,0.5
light_range = 14.0
light_time = 0.85
;трассы от осколков
fragment_speed = 100 ;скорость осколков (м/с)
explode_duration = 5 ;подолжительность взрыва (с)
;wallmarks
wallmark_section = explosion_marks
;звуки
snd_explode = weapons\f1_explode
immunities_sect = explosive_barrel_low_immunities_sect
;time_to_explode = 0.f
[explosive_barrel_low_immunities_sect]
;коэффициенты для попаданий различными типами хитов
burn_immunity = 1
strike_immunity = 1
shock_immunity = 1
wound_immunity = 1
radiation_immunity = 1
telepatic_immunity = 1
chemical_burn_immunity = 1
explosion_immunity = 1
fire_wound_immunity = 5
[explosive_barrel]:identity_immunities,delayed_action_fuse
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\explosive\barrel"
$prefetch = 16
class = II_EXPLO
cform = skeleton
visual = physics\balon\bochka_fuel.ogf
inv_name = item_wpn_explosive_barrel_name
inv_name_short = item_wpn_explosive_barrel_name
description = item_wpn_explosive_barrel_desc
inv_weight = 25
inv_grid_width = 2
inv_grid_height = 3
inv_grid_x = 21
inv_grid_y = 12
;вещь невозможно подобрать
can_take = true ;--false
cost = 500
;
blast = 1.50
blast_r = 8
blast_impulse = 250
;delete
blast_impulse_factor = 1
frags = 5
frags_r = 15
frag_hit = 0.75
frag_hit_impulse = 150
hit_type_blast = explosion
hit_type_frag = burn
up_throw_factor = 1.0
;
wm_size = 0.1
explode_particles = explosions\explosion_barrel
light_color = 1.9,1.4,0.5
light_range = 14.0
light_time = 0.85
;трассы от осколков
fragment_speed = 100 ;скорость осколков (м/с)
explode_duration = 5 ;подолжительность взрыва (с)
;звуки
snd_explode = weapons\f1_explode
immunities_sect = explosive_barrel_immunities_sect
;wallmarks
wallmark_section = explosion_marks
[explosive_barrel_immunities_sect]
;коэффициенты для попаданий различными типами хитов
burn_immunity = 1
strike_immunity = 1
shock_immunity = 1
wound_immunity = 1
radiation_immunity = 1
telepatic_immunity = 1
chemical_burn_immunity = 1
explosion_immunity = 1
fire_wound_immunity = 0.7
[explosive_mobiltank]:identity_immunities,delayed_action_fuse
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\explosive\mobiltank"
$prefetch = 16
class = II_EXPLO
cform = skeleton
visual = physics\balon\kanistra.ogf
inv_name = item_wpn_explosive_mobiltank_name
inv_name_short = item_wpn_explosive_mobiltank_name
description = item_wpn_explosive_mobiltank_desc
inv_weight = 10.0
inv_grid_width = 2
inv_grid_height = 2
inv_grid_x = 29
inv_grid_y = 5
;вещь невозможно подобрать
can_take = true ;--false
cost = 500
;
blast = 1.50
blast_r = 8
blast_impulse = 250
;delete
blast_impulse_factor = 1
frags = 5
frags_r = 15
frag_hit = 0.75
frag_hit_impulse = 150
hit_type_blast = explosion
hit_type_frag = burn
up_throw_factor = 1.0
;
wm_size = 0.1
explode_particles = explosions\explosion_mobiltank
light_color = 1.9,1.2,0.5
light_range = 30.0
light_time = 1
;трассы от осколков
fragment_speed = 100 ;скорость осколков (м/с)
explode_duration = 5 ;подолжительность взрыва (с)
;звуки
snd_explode = weapons\f1_explode
immunities_sect = explosive_mobiltank_immunities_sect
;wallmarks
wallmark_section = explosion_marks
[explosive_mobiltank_immunities_sect]
;коэффициенты для попаданий различными типами хитов
burn_immunity = 1.0
strike_immunity = 1.0
shock_immunity = 1.0
wound_immunity = 1.0
radiation_immunity = 1.0
telepatic_immunity = 1.0
chemical_burn_immunity = 1.0
explosion_immunity = 1.0
fire_wound_immunity = 0.7
[explosive_dinamit]:delayed_action_fuse
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\explosive\dinamit"
$prefetch = 16
class = II_EXPLO
cform = skeleton
visual = physics\box\expl_dinamit.ogf
inv_name = item_wpn_explosive_dinamit_name
inv_name_short = item_wpn_explosive_dinamit_name
description = item_wpn_explosive_dinamit_desc
inv_weight = 5.0
inv_grid_width = 2
inv_grid_height = 2
inv_grid_x = 4
inv_grid_y = 18
;вещь невозможно подобрать
can_take = true ;--false
cost = 50
;
blast = 2.00
blast_r = 5
blast_impulse = 250
;delete
blast_impulse_factor = 1
frags = 5
frags_r = 8
frag_hit = 0.55
frag_hit_impulse = 150
hit_type_blast = chemical_burn ;explosion
hit_type_frag = burn
up_throw_factor = 1.0
;
wm_size = 0.1
explode_particles = explosions\explosion_dynamite
light_color = 1.9,1.3,0.5
light_range = 30.0
light_time = 1.5
;трассы от осколков
fragment_speed = 100
explode_duration = 5 ;подолжительность взрыва (с)
;звуки
snd_explode = weapons\f1_explode
immunities_sect = dinamit_immunities_sect
;condition_to_explode =0.f
;wallmarks
wallmark_section = explosion_marks
[dinamit_immunities_sect]
;коэффициенты для попаданий различными типами хитов
burn_immunity = 0.0
strike_immunity = 0.0
shock_immunity = 0.0
wound_immunity = 0.0
radiation_immunity = 0.0
telepatic_immunity = 0.0
chemical_burn_immunity = 1.0
explosion_immunity = 0.0
fire_wound_immunity = 0.0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; WEAPON ADDON
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[wpn_addon_scope]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\addons\scope" ; option for Level Editor
class = WP_SCOPE
cform = skeleton
visual = weapons\upgrade\wpn_scope.ogf
$prefetch = 32
description = enc_weapons1_wpn-addon-scope
cost = 640
holder_range_modifier = 1.2
holder_fov_modifier = 0.3
inv_name = wpn-addon-scope
inv_name_short = wpn-addon-scope
inv_weight = .2
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 18
inv_grid_y = 2
scope_texture = wpn_crosshair
scope_zoom_factor = 30 ;ПСО-1 2X
[wpn_addon_scope_susat]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\addons\scope_susat" ; option for Level Editor
class = WP_SCOPE
cform = skeleton
visual = weapons\upgrade\wpn_scope_susat.ogf
description = enc_weapons1_wpn-addon-scope-susat
;$prefetch = 64
cost = 880
holder_range_modifier = 1.3
holder_fov_modifier = 0.3
inv_name = wpn-addon-scope-susat
inv_name_short = wpn-addon-scope-susat
inv_weight = .2
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 19
inv_grid_y = 1
scope_texture = wpn_crosshair_l85
scope_zoom_factor = 30 ;SUSAT 2X
[wpn_addon_silencer]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\addons\silencer" ; option for Level Editor
class = W_SILENC
cform = skeleton
visual = weapons\upgrade\wpn_silencer.ogf
description = enc_weapons1_wpn-addon-silencer
$prefetch = 32
cost = 440 ;150
inv_name = wpn-addon-silencer
inv_name_short = wpn-addon-silencer
inv_weight = .1
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 18
inv_grid_y = 1
bullet_hit_power_k = 0.8
bullet_speed_k = 0.8
fire_dispersion_base_k = 1.25;2
cam_dispersion_k = 0.8
[wpn_addon_grenade_launcher]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\addons\grenade_launcher" ; option for Level Editor
class = W_GLAUNC
cform = skeleton
visual = weapons\upgrade\wpn_grenade_launcher.ogf
description = enc_weapons1_wpn-addon-grenade-launcher
$prefetch = 32
cost = 1250
inv_name = wpn-addon-grenade-launcher
inv_name_short = wpn-addon-grenade-launcher
inv_weight = 1.3
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 18
inv_grid_y = 0
grenade_vel = 76
[wpn_addon_grenade_launcher_m203]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\addons\grenade_launcher_m203" ; option for Level Editor
class = W_GLAUNC
cform = skeleton
visual = weapons\upgrade\wpn_grenade_launcher_m203.ogf
description = enc_weapons1_wpn-addon-grenade-launcher-m203
$prefetch = 32
cost = 1390
inv_name = wpn-addon-grenade-launcher-m203
inv_name_short = wpn-addon-grenade-launcher-m203
inv_weight = 1.36
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 17
inv_grid_y = 3
grenade_vel = 71
;
;
;-- barin start
#include "rubles.ltx"
;-- barin end
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_.44_reg]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_.44_reg" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weapons\ammo\ammo_1143x23_Hydro.ogf
description = enc_ammo_.44_reg_descr
$prefetch = 64
cost = 365
box_size = 18 ;50
inv_name = ammo_.44_reg_name
inv_name_short = ammo_.44_reg_name
inv_weight = .2
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 26
inv_grid_y = 21
k_dist = 1
k_disp = 2.5
k_hit = 1.1
k_impulse = 1.2
k_pierce = 1.35
impair = 1.15
buck_shot = 1
tracer = off
wm_size = 0.05
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_.44_frag]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_.44_frag" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weapons\ammo\ammo_1143x23_Hydro.ogf
description = ammo_.44_frag_descr
$prefetch = 64
cost = 500
box_size = 18 ;50
inv_name = ammo_.44_frag_name
inv_name_short = ammo_.44_frag_name
inv_weight = .2
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 26
inv_grid_y = 22
k_dist = 1
k_disp = 2
k_hit = 1.0
k_impulse = 1.0
k_pierce = 1.0
impair = 2
buck_shot = 1
tracer = on
explosive = on
wm_size = 0.05
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[wpn_addon_scope_magnum]:identity_immunities
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\magnums\wpn_addon_scope_magnum" ; option for Level Editor
class = WP_SCOPE
cform = skeleton
visual = weapons\magnums\magnum_scope.ogf
description = enc_weapons1_wpn-addon-scope-susat
$prefetch = 32
cost = 1400
holder_range_modifier = 1.3
holder_fov_modifier = 0.3
inv_name = wpn_addon_scope_magnum_name
inv_name_short = wpn_addon_scope_magnum_name
inv_weight = 0.2
inv_grid_width = 1
inv_grid_height = 1
inv_grid_x = 30
inv_grid_y = 21
scope_texture = wpn_crosshair_magnum
scope_zoom_factor = 35 ;SUSAT 2X
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_5.7x28_ss190]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_5.7x28_ss190"
class = AMMO
cform = skeleton
visual = weapons\p90\ammo_57x28_ss190.ogf
description = enc_weapons1_ammo_ammo-5.7x28
$prefetch = 64
cost = 100
box_size = 50
inv_name = ammo-5.7x28_name
inv_name_short = ammo-5.7x28_name_short
inv_weight = 0.25
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 18
inv_grid_y = 36
k_dist = 1
k_disp = 3
k_hit = 1
k_impulse = 1
k_pierce = 1
impair = 1
buck_shot = 1
tracer = on
wm_size = 0.05
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_5.7x28_fmj]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_5.7x28_fmj" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weapons\ammo\ammo_57x28_fmj.ogf
description = enc_weapons1_ammo_ammo-5.7x28-fmj
$prefetch = 64
cost = 50
box_size = 30 ;60
inv_name = ammo-5.7x28_fmj_name
inv_name_short = ammo-5.7x28_fmj_name
inv_weight = .25
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 9
inv_grid_y = 10
k_dist = 1
k_disp = 2.5;3
k_hit = 1
k_impulse = 1
k_pierce = 1
impair = 1
buck_shot = 1
tracer = on
wm_size = 0.05
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_7.62x54r]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_7.62x54r" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weapons\pkm\ammo_762x54r_box.ogf
description = enc_weapons1_ammo_ammo-7.62x54r
$prefetch = 64
cost = 900
box_size = 250
inv_name = ammo-7.62x54r_s
inv_name_short = ammo-7.62x54r_s
inv_weight = 5.75
inv_grid_width = 2
inv_grid_height = 1
inv_grid_x = 18
inv_grid_y = 30
k_dist = 1
k_disp = 1.5;3
k_hit = 1
k_impulse = 1
k_pierce = 1.25
impair = 1
buck_shot = 1
tracer = on
wm_size = 0.05
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
[ammo_arbolt]:ammo_base
GroupControlSection = spawn_group
discovery_dependency =
$spawn = "weapons\ammo\ammo_arbolt" ; option for Level Editor
class = AMMO
cform = skeleton
visual = weapons\crossbow\strela.ogf
description = enc_weapons1_ammo_ammo-arbolt
$prefetch = 64
cost = 10
box_size = 1
inv_name = ammo-arbolt
inv_name_short = ammo-arbolt
inv_weight = .05
inv_grid_width = 1
inv_grid_height = 3
inv_grid_x = 25
inv_grid_y = 21
k_dist = 1.7
k_disp = 1.5
k_hit = 4
k_impulse = 1
k_pierce = 0.5
impair = 1
buck_shot = 1
tracer = off
wm_size = 0.08
explosive = off
;
;#include "explosives.ltx" ;--/ взрывные (динамит и пр.)
;#include "w_grenades.ltx" ;--/ гранаты, заряды подствольников
;#include "w_addons.ltx" ;--/ навесы (прицелы,глушители,подствольники)
#include "fake_missiles.ltx"
;#include "weapon_mods.ltx"
;==================================================================================================
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- ewsh
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- rvvm
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вернее,попасть к вещам кочевника
Его схрон в постройке за забором., а попасть туда можно - просто, найти место где перепрыгнуть ограждение.
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- Bambarbeya
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Скорее всего ты где то хапнул радиации.. или кровоточишь , ты посмотри на шкалу .., ГГ просто умирает и поэтому игра заканчиваетсяalexstal75 пишет:
та же самая проблема..... что делать..?!!!Полковник Шульга пишет: Всем Привет.
У меня такая проблема выполняя миссию "Пройти глубже в шахты" прохожу дальше пишется задание выполнено и бьют по голове и пишет "Игра окончена " Что делать?
Заранее спасибо.
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- rvvm
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Function : CScriptEngine::lua_error
File : script_engine.cpp
Line : 75
Description : <no expression>
Arguments : LUA error: ...r. - lost alpha\gamedata\scripts\bind_stalker.script:193: attempt to call method 'update' (a nil value)
Ты не в ту тему обратился, это прохождение, а тебе нужно СЮДА
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- Yuras70
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- Hunter-76
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- FANAT
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Попробуй ввести код 3823rvvm пишет: спс . Как попасть за дверь в х 10. Код не работает.
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Сталкеров в Зоне
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